//------------------------------------------------------------------------------------------------
// 0.0.1
//------------------------------------------------------------------------------------------------
#include "3d_all.h"
#include "Berusky3d_kofola_interface.h"
#include "Berusky3d_light.h"
#include "Object.h"
#include "game_logic.h"
#include "animationk.h"
#include "animend_functions.h"

typedef struct
{
  SIM_ANIMATION animation[32];
  int last;
} ANIMATION_QUEUE_SET_;

extern AUDIO_DATA ad;
extern int cameraflag;
extern LEVELINFO Level;
extern ANIMATION_QUEUE_SET_ *p_set_anim;
extern int gl_Get_Column_Height(int x, int y, int z, LEVELINFO * p_Level);

void anmend_Play_PadBedny(ITEMDESC * p_itm, LEVELINFO * p_Level)
{
  float pos[3];
  int rot;

  kom_mesh_get_float(p_itm->Index_Of_Game_Mesh,
    &pos[0], &pos[1], &pos[2], &rot);

  rot = rand() % 3;
//      ap_Play_Sound(0,0,0, pos, rot + 49, NULL, &ad);

  gl_Do_Prach(pos, p_Level);
}

void anmend_Play_Sound_PadBerusky(float *pos, int material)
{
  switch (material) {
    case 9:
//              ap_Play_Sound(0,0,0, pos, 58, NULL, &ad);
      break;
    default:
//              ap_Play_Sound(0,0,0, pos, 57, NULL, &ad);
      break;
  }
}

void anmend_Play_PadBerusky(ITEMDESC * p_itm, LEVELINFO * p_Level)
{
  float pos[3];
  int rot;
  int ipos[3];

  kom_mesh_get_float(p_itm->Index_Of_Game_Mesh,
    &pos[0], &pos[1], &pos[2], &rot);

  memcpy((void *) ipos, (void *) p_itm->Pos, 3 * sizeof(int));

  ipos[2]--;

  gl_Logical2Real(ipos[0], ipos[1], ipos[2], &rot, p_Level);

  if (p_Level->Level[rot])
    anmend_Play_Sound_PadBerusky(pos,
      p_Level->Level[rot]->p_Object->Material);
  else {
    ipos[2]--;

    if (ipos[2] >= 0) {
      gl_Logical2Real(ipos[0], ipos[1], ipos[2], &rot, p_Level);

      if (p_Level->Level[rot])
        anmend_Play_Sound_PadBerusky(pos,
          p_Level->Level[rot]->p_Object->Material);
    }
    else
      anmend_Play_Sound_PadBerusky(pos, -1);
  }
}

void anmend_PadBedny(int param, int param2, void *p_param)
{
  LEVELINFO *p_Level = (LEVELINFO *) param;
  ITEMDESC *p_itm = (ITEMDESC *) p_param;

  if (p_itm->p_Object->Class != 1) {
    anmend_Play_PadBedny(p_itm, p_Level);
  }
  else
    anmend_Play_PadBerusky(p_itm, p_Level);
}

void anmend_Add_Beetle_Animation(int param, int param2, LEVELINFO * p_param)
{
  am_Add_Beetle_Animation(param, p_param, param2, 1);
}

void anmend_Add_Beetle_Animation(int param, int param2, void *p_param)
{
  anmend_Add_Beetle_Animation(param, param2, (LEVELINFO *) p_param);
}

void anmend_kom_mesh_set_mesh(int param, int param2, LEVELINFO * p_param)
{
  kom_mesh_set_mesh(param, param2, (int) p_param);
  lani_set(param, 0, 0, &Level.TrashFlag, 0, 0, 0);
}

int anmend_Find_Item(int Mesh, LEVELINFO * p_Level)
{
  int i;

/*	kprintf(1,"anmend_Find_Item Act_Item = %d, -> %d\n",
			p_Level->Actual_Item,
			p_Level->Level[p_Level->Actual_Item]);*/

  for (i = 0; i < p_Level->Count_Of_Items; i++)
    if (p_Level->Item[i].Index_Of_Game_Mesh == Mesh)
      return i;

  return -1;
}

void anmend_ExplozeBedny(int param, int param2, void *p_param)
{
  LEVELINFO *p_Level = (LEVELINFO *) p_param;
  ITEMDESC *p_itm = p_Level->Level[param2];

  float pos[3], pos1[3];
  int ipos[3], vipos[3];
  int rot, i;
  int s;
  FLEK_K *pFlek;
  char cFlek[32];
  int mat[2];
  char bSvetlo = 1;

/*	kprintf(1,"anmend_ExplozeBedny Act_Item = %d, -> %d\n",
			p_Level->Actual_Item,
			p_Level->Level[p_Level->Actual_Item]);*/
  gl_i2FStr(rand() % 11, cFlek);

  if (p_Level->Actual_Item == -1)
    return;

  memcpy(ipos, p_Level->Level[p_Level->Actual_Item]->Pos, 3 * sizeof(int));

  gl_Change_Destonation(p_Level, ipos);

  gl_Logical2Real(ipos[0], ipos[1], ipos[2], &s, p_Level);

  if (!p_Level->Level[s]) {
    ipos[2] -= 2;
    gl_Logical2Real(ipos[0], ipos[1], ipos[2], &s, p_Level);

    if (!p_Level->Level[s])
      return;
  }

  kom_mesh_get_float(p_Level->Level[s]->Index_Of_Game_Mesh,
    &pos[0], &pos[1], &pos[2], &rot);

  memcpy((void *) vipos, (void *) p_Level->Level[s]->Pos, 3 * sizeof(int));

  if (p_Level->Square[s].bUnderWater)
    bSvetlo = 0;

  pFlek = &p_Level->Level[s]->Square.Flek;

  switch (p_Level->Level[s]->Rotation) {
    case 3:
      pFlek->nx[0] = 1;
      pFlek->nx[1] = 1;
      pFlek->nx[2] = 0;
      pFlek->nz[0] = 0;
      pFlek->nz[1] = 0;
      pFlek->nz[2] = 1;
      break;
    case 1:
      pFlek->nx[0] = -1;
      pFlek->nx[1] = 1;
      pFlek->nx[2] = 0;
      pFlek->nz[0] = 0;
      pFlek->nz[1] = 0;
      pFlek->nz[2] = -1;
      break;
    case 2:
      pFlek->nx[0] = 1;
      pFlek->nx[1] = 0;
      pFlek->nx[2] = 0;
      pFlek->nz[0] = 0;
      pFlek->nz[1] = 1;
      pFlek->nz[2] = 1;
      break;
    case 0:
      pFlek->nx[0] = -1;
      pFlek->nx[1] = 0;
      pFlek->nx[2] = 0;
      pFlek->nz[0] = 0;
      pFlek->nz[1] = 1;
      pFlek->nz[2] = -1;
      break;
  }

  pFlek->Flag = K_CHYBA;
  memcpy(pFlek->pos, pos, 3 * sizeof(float));
  pFlek->Material = kom_najdi_material(cFlek);

  if (pFlek->Material == -1)
    kprintf(1, "Nelze najit material %s", cFlek);

  p_Level->Level[s]->Square.iUroven = 0;
  pFlek->dx = 1;
  pFlek->dy = 1;
  pFlek->Rotation = 0;

  if (pFlek->pFlek) {
    kom_flek_zrus(pFlek->pFlek);
    pFlek->pFlek = 0;
  }

  kom_flek_pridej(pFlek->Flag, (BOD *) & pFlek->pos, (BOD *) & pFlek->nx,
    (BOD *) & pFlek->nz, pFlek->dx, pFlek->dy, pFlek->Rotation,
    p_Level->Level[s]->Square.iUroven, pFlek->Material);


  memcpy(ipos, p_itm->Pos, 3 * sizeof(int));

  kom_mesh_get_float(param, &pos1[0], &pos1[1], &pos1[2], &rot);

  kom_mesh_get_float(p_itm->Index_Of_Game_Mesh,
    &pos[0], &pos[1], &pos[2], &rot);

  i = p_itm->Index_Of_Game_Mesh;

  mat[0] = gl_Get_Mesh_Material(param);
  mat[1] = gl_Get_Mesh_Material(p_itm->Index_Of_Game_Mesh);


  rot = anmend_Find_Item(param, p_Level);

/*	kprintf(1,"anmend_Find_Item RETURN Act_Item = %d, -> %d\n",
			p_Level->Actual_Item,
			p_Level->Level[p_Level->Actual_Item]);*/

  if (rot != -1)
    if (p_Level->Item[rot].Square.Flek.pFlek) {
      kom_flek_zrus(p_Level->Item[rot].Square.Flek.pFlek);
      p_Level->Item[rot].Square.Flek.pFlek = 0;
    }

  kom_zrus_prvek(param);

  if (p_itm->Square.Flek.pFlek)
    kom_flek_zrus(p_itm->Square.Flek.pFlek);

  kom_zrus_prvek(p_itm->Index_Of_Game_Mesh);

  gl_Do_Strepiny(pos1, p_Level, mat[0], 0);
  gl_Do_Strepiny(pos, p_Level, mat[1], bSvetlo);

  if (!bSvetlo)
    am_Do_Vybuch_Bublin(vipos, pos, p_Level);

  gl_Destroy_Item(param2, 1, p_Level);
  gl_Throw_offAnim(ipos, p_Level);

  p_Level->Column[0] = ipos[0];
  p_Level->Column[1] = ipos[1];
  p_Level->Column[2] =
    ipos[2] + (gl_Get_Column_Height(ipos[0], ipos[1], ipos[2] - 1,
      p_Level) - 2) * 2;

  if (p_Level->Column[2] < 0)
    p_Level->Column[2] = 0;

  p_Level->bColumn++;
  p_Level->bCheckDependencesNeeded = 1;

  p_Level->Flip++;
  gl_Next_Queue_Set(p_Level);
  rot = rand() % 5;

//      ap_Play_Sound(0,0,0, pos, rot + 14, NULL, &ad);
}

void anmend_ExplozeBednyZaSikminou(int param, int param2, void *p_param)
{
  int lc;
  POINTERSTRUCTURE *pStruct = (POINTERSTRUCTURE *) p_param;
  ANIMATION_QUEUE_SET_ *pSet = (ANIMATION_QUEUE_SET_ *) pStruct->pParam;

/*	kprintf(1,"anmend_ExplozeBednyZaSikminou Act_Item = %d, -> %d\n",
			pStruct->p_Level->Actual_Item,
			pStruct->p_Level->Level[pStruct->p_Level->Actual_Item]);*/
  // znic vybusnimu
  gl_Destroy_Item(param, 4, pStruct->p_Level);
  gl_Throw_offAnim(pStruct->viParam1, pStruct->p_Level);

  pStruct->p_Level->Column[0] = pStruct->viParam1[0];
  pStruct->p_Level->Column[1] = pStruct->viParam1[1];
  pStruct->p_Level->Column[2] =
    pStruct->viParam1[2] + (gl_Get_Column_Height(pStruct->viParam1[0],
      pStruct->viParam1[1], pStruct->viParam1[2] - 1,
      pStruct->p_Level) - 2) * 2;

  if (pStruct->p_Level->Column[2] < 0)
    lc = 0;
  else
    lc = pStruct->p_Level->Column[2];

  pStruct->p_Level->bColumn++;

  // znic bednu
  gl_Destroy_Item(param2, 3, pStruct->p_Level);
  gl_Throw_offAnim(pStruct->viParam2, pStruct->p_Level);

  pStruct->p_Level->Column[2] = lc;

  pStruct->p_Level->SecColumn[0] = pStruct->viParam2[0];
  pStruct->p_Level->SecColumn[1] = pStruct->viParam2[1];
  pStruct->p_Level->SecColumn[2] =
    pStruct->viParam2[2] + (gl_Get_Column_Height(pStruct->viParam2[0],
      pStruct->viParam2[1], pStruct->viParam2[2] - 1,
      pStruct->p_Level) - 2) * 2;
  pStruct->p_Level->bSecColumn++;

  pStruct->p_Level->bCheckDependencesNeeded = 1;
  free((void *) pStruct);
}

int anmend_Find_Lift_PSystem(int mesh, LEVELINFO * p_Level)
{
  int i;

  for (i = 0; i < 10; i++)
    if (p_Level->LiftParticles[i].System != -1 &&
      p_Level->LiftParticles[i].hHnizdo[1] == mesh)
      return i;

  return -1;
}

void anmend_Lift(int param, int param2, void *p_param)
{
  LEVELINFO *p_Level = (LEVELINFO *) p_param;
  ITEMDESC *p_itm = p_Level->Level[param2];
  float pos[3];
  int i, s;

  if (p_Level->Actual_Item == -1)
    return;

  am_Add_Beetle_Animation(p_Level->Level[p_Level->Actual_Item]->
    Index_Of_Game_Mesh, p_Level,
    p_Level->Level[p_Level->Actual_Item]->Rotation, 1);

  kom_mesh_get_float(p_itm->Index_Of_Game_Mesh,
    &pos[0], &pos[1], &pos[2], &i);

  if (param > 0)
    gl_Do_Lift_Particles(pos, p_itm->Index_Of_Game_Mesh, p_Level);

//      s = ap_Play_Sound(0,0,0, pos, p_itm->p_Object->Specific[0].Index, NULL, &ad);

  if (s >= 0) {
/*
		for(i=0;i<(abs(param)-1);i++)
			adas_Queue_Sound(s, p_itm->p_Object->Specific[1].Index);

		adas_Queue_Sound(s, p_itm->p_Object->Specific[2].Index);
  */
  }

  if (param > 0) {
    s = anmend_Find_Lift_PSystem(p_itm->Index_Of_Game_Mesh, p_Level);

    if (s < 0)
      return;

    p_Level->LiftParticles[s].dwStop = abs(param) * 250;
  }
}

void animend_Lift_End(int param, int param2, void *p_param)
{
  kom_rozvaz_mesh(param);
}

void anmend_Play_Sunuti(int param, int param2, void *p_param)
{
  float pos[3];
  LEVELINFO *p_Level = (LEVELINFO *) p_param;

  if (p_Level->Actual_Item == -1)
    return;

  kom_get_fyz_souradnice(p_Level->Level[p_Level->Actual_Item]->Pos[0],
    p_Level->Level[p_Level->Actual_Item]->Pos[1],
    p_Level->Level[p_Level->Actual_Item]->Pos[2], (BOD *) pos);

  switch (param) {
    case 10:                   //snih
//              ap_Play_Sound(0,0,0, pos, 123, NULL, &ad);
      break;
    case 9:                    //zelezo
//              ap_Play_Sound(0,0,0, pos, 124, NULL, &ad);
      break;
    case 8:                    //drevo
//              ap_Play_Sound(0,0,0, pos, 127, NULL, &ad);      
      break;
    case 5:                    //kamen
//              ap_Play_Sound(0,0,0, pos, 125, NULL, &ad);
      break;
    default:
//              ap_Play_Sound(0,0,0, pos, 125, NULL, &ad);
      break;
  }
}

void PlayStepsA(float *pos, char bQueue, int Num, int iWave, char bStoneSound)
{
  int s, i;

//      s = ap_Play_Sound(0,0,0, pos, iWave, NULL, &ad);
/*
	if(bStoneSound && s != -1)
		adas_Queue_Sound(s, 164);

	if(bQueue && s != -1)
		for(i=0;i<Num;i++)
			adas_Queue_Sound(s, iWave);
*/
}

int GetStep(LEVELINFO * p_Level)
{
  switch (p_Level->iFloorMaterial) {
    case 12:                   //pisek
      am_Zero_Step(p_Level);
      return 161;
      break;
    case 11:                   //trava
      am_Zero_Step(p_Level);
      return 149;
      break;
    case 10:                   //snih
      p_Level->bSetStep = 1;
      return 120 + (rand() % 2);
      break;
    case 9:                    //zelezo
      am_Zero_Step(p_Level);
      return 36;
      break;
    case 8:                    //drevo
      am_Zero_Step(p_Level);
      return 35;
      break;
    case 5:                    //kamen
      am_Zero_Step(p_Level);
      return 119;
    default:
      return 35;
      break;
  }
}

void PlaySteps(LEVELINFO * p_Level, OBJECTDESC * pObj, float *pos,
  char bQueue, int Num, char bSunuti, char bESunuti)
{
//      int s,i;

  if (pObj->Class == 12) {
    int rnd = rand() % 4;

//              ap_Play_Sound(0,0,0, pos, rnd+77, NULL, &ad);
    return;
  }

  switch (pObj->Material) {
    case 10:                   //snih
      //am_Set_Step(p_Level);
      p_Level->bSetStep = 1;
      PlayStepsA(pos, bQueue, Num, 120 + (rand() % 2), p_Level->bStoneSound);

      if (bESunuti == 1)
        PlayStepsA(pos, bQueue, 0, 126, p_Level->bStoneSound);
      else if (bESunuti == 2)
        PlayStepsA(pos, bQueue, 0, 122, p_Level->bStoneSound);
      else if (bSunuti)
        PlayStepsA(pos, bQueue, Num, 123, p_Level->bStoneSound);
      break;
    case 9:                    //zelezo
      am_Zero_Step(p_Level);
      PlayStepsA(pos, bQueue, Num, 36, p_Level->bStoneSound);

      if (bESunuti == 1)
        PlayStepsA(pos, bQueue, 0, 126, p_Level->bStoneSound);
      else if (bESunuti == 2)
        PlayStepsA(pos, bQueue, 0, 122, p_Level->bStoneSound);
      else if (bSunuti)
        PlayStepsA(pos, bQueue, Num, 124, p_Level->bStoneSound);
      break;
    case 8:                    //drevo
      am_Zero_Step(p_Level);
      PlayStepsA(pos, bQueue, Num, 35, p_Level->bStoneSound);

      if (bESunuti == 1)
        PlayStepsA(pos, bQueue, 0, 126, p_Level->bStoneSound);
      else if (bESunuti == 2)
        PlayStepsA(pos, bQueue, 0, 122, p_Level->bStoneSound);
      else if (bSunuti)
        PlayStepsA(pos, bQueue, Num, 127, p_Level->bStoneSound);
      break;
    case 5:                    //kamen
      am_Zero_Step(p_Level);
      PlayStepsA(pos, bQueue, Num, 119, p_Level->bStoneSound);

      if (bESunuti == 1)
        PlayStepsA(pos, bQueue, 0, 126, p_Level->bStoneSound);
      else if (bESunuti == 2)
        PlayStepsA(pos, bQueue, 0, 122, p_Level->bStoneSound);
      else if (bSunuti)
        PlayStepsA(pos, bQueue, Num, 125, p_Level->bStoneSound);
      break;
    default:
      am_Zero_Step(p_Level);
      PlayStepsA(pos, bQueue, Num, 35, p_Level->bStoneSound);

      if (bESunuti == 1)
        PlayStepsA(pos, bQueue, 0, 126, p_Level->bStoneSound);
      else if (bESunuti == 2)
        PlayStepsA(pos, bQueue, 0, 122, p_Level->bStoneSound);
      else if (bSunuti)
        PlayStepsA(pos, bQueue, Num, 125, p_Level->bStoneSound);
      break;
  }

  p_Level->bStoneSound = 0;
}

int anmend_Is_On_Water(long item, LEVELINFO * p_Level)
{
  int pos[3];
  int r;

  if (p_Level->Level[item]) {

    memcpy((void *) pos, (void *) p_Level->Level[item]->Pos, 3 * sizeof(int));

    pos[2]--;

    gl_Logical2Real(pos[0], pos[1], pos[2], &r, p_Level);

    if (p_Level->Level[r])
      if (p_Level->Level[r]->p_Object->Class == 12)
        return 1;

  }

  return 0;
}

void anmend_Steps(int param, int param2, void *p_param)
{
  POINTERSTRUCTURE *pStruct = (POINTERSTRUCTURE *) p_param;
  LEVELINFO *p_Level = pStruct->p_Level;
  int p[3], r, s, i, kanim;
  float pos[3], fr, fi, vzdal;
  char bSunuti, bESunuti;
  char bOnWater = 0;


  p[0] = param;
  p[1] = param2;
  p[2] = pStruct->iParam;

  bSunuti = pStruct->viParam1[2];
  bESunuti = pStruct->viParam2[0];

  if (anmend_Is_On_Water(pStruct->viParam1[0], p_Level)) {
    kom_mesh_get_float(p_Level->Level[pStruct->viParam1[0]]->
      Index_Of_Game_Mesh, &pos[0], &pos[1], &pos[2], &r);

    if (p_Level->Level[pStruct->viParam1[0]]->p_Object->Class != 1)
      am_Kola_na_VodeB(pos, 0,
        p_Level->Level[pStruct->viParam1[0]]->Index_Of_Game_Mesh, 0, p_Level);
    else
      am_Kola_na_VodeB(pos, 1,
        p_Level->Level[pStruct->viParam1[0]]->Index_Of_Game_Mesh, 0, p_Level);

    bOnWater = 1;
  }

/*   if(p_set_anim->last && Level.bPosouvatKameru && 
	  !(p_Level->bB1ExtraCameraRot && p_Level->bPohled_Berusky))
		rani_privaz_kameru(p_set_anim->animation[p_set_anim->last-1].p_run);*/

  kam_pol_get((BOD *) pos, &fr, &fi, &vzdal);

  if (p_Level->bB1ExtraCameraRot && p_Level->bPohled_Berusky) {
    kom_get_fyz_souradnice(p_Level->Level[pStruct->viParam1[0]]->Pos[0],
      p_Level->Level[pStruct->viParam1[0]]->Pos[2],
      p_Level->Level[pStruct->viParam1[0]]->Pos[1], (BOD *) pos);
    switch (p_Level->Level[pStruct->viParam1[0]]->Rotation) {
      case 0:
        kam_pol_anim((BOD *) pos, 0, fi, vzdal, &p_Level->TrashFlag,
          GK_REMOVE, 11, 0);
        break;
      case 1:
        kam_pol_anim((BOD *) pos, -90, fi, vzdal, &p_Level->TrashFlag,
          GK_REMOVE, 11, 0);
        break;
      case 2:
        kam_pol_anim((BOD *) pos, 180, fi, vzdal, &p_Level->TrashFlag,
          GK_REMOVE, 11, 0);
        break;
      case 3:
        kam_pol_anim((BOD *) pos, 90, fi, vzdal, &p_Level->TrashFlag,
          GK_REMOVE, 11, 0);
        break;
    }
  }

  switch (pStruct->bRCamera) {
    case 1:
      fr -= 90;
      kam_pol_anim((BOD *) pos, fr, fi, vzdal, &p_Level->TrashFlag, GK_REMOVE,
        11, 0);
      break;
    case 2:
      fr += 90;
      kam_pol_anim((BOD *) pos, fr, fi, vzdal, &p_Level->TrashFlag, GK_REMOVE,
        11, 0);
      break;
    case 3:
      //kam_pol_anim((BOD *)pos, fr, fi, vzdal, &p_Level->TrashFlag, 0, 22, 0);
      kanim = kam_pol_vyrob_animaci(22, 0, 3, 0, 1);

      if (kanim != K_CHYBA) {
        kam_pol_vloz_klic_rotace(kanim, 0, fr, fi, 0);
        kam_pol_vloz_klic_rotace(kanim, 1, fr + 90, fi, 10);
        kam_pol_vloz_klic_rotace(kanim, 2, fr + 180, fi, 21);
        kam_start(kanim, &p_Level->TrashFlag, GK_REMOVE, 0, 0);
      }

      fr += 180;
      break;
  }

  kom_get_fyz_souradnice(p[0], p[2], p[1], (BOD *) pos);

  p[2]--;
  gl_Logical2Real(p[0], p[1], p[2], &r, p_Level);

  if (p_Level->Level[r])
    PlaySteps(p_Level, p_Level->Level[r]->p_Object, pos, pStruct->bParam,
      pStruct->bParam - pStruct->viParam1[1], bSunuti, bESunuti);
  else {
    p[2]--;
    if (p[2] >= 0) {
      gl_Logical2Real(p[0], p[1], p[2], &r, p_Level);

      if (p_Level->Level[r])
        PlaySteps(p_Level, p_Level->Level[r]->p_Object, pos, pStruct->bParam,
          pStruct->bParam - pStruct->viParam1[1], bSunuti, bESunuti);
      else {
        p[2]--;
        if (p[2] >= 0) {
          gl_Logical2Real(p[0], p[1], p[2], &r, p_Level);

          if (p_Level->Level[r])
            PlaySteps(p_Level, p_Level->Level[r]->p_Object, pos,
              pStruct->bParam, pStruct->bParam - pStruct->viParam1[1],
              bSunuti, bESunuti);
        }
      }
    }
    else {
      int idx = GetStep(p_Level);

//                      s = ap_Play_Sound(0,0,0, pos, idx, NULL, &ad);
/*
			if(p_Level->bStoneSound && s != -1)
				adas_Queue_Sound(s, 164);

			if(pStruct->bParam && s != -1)
				for(i=0;i<(pStruct->bParam - pStruct->viParam1[1]);i++)
					adas_Queue_Sound(s, idx);
*/
    }
  }

  p_Level->bStoneSound = 0;

  if (bOnWater || p_Level->Square[pStruct->viParam1[0]].bUnderWater)
    p_Level->bSetStep = 0;

  free((void *) pStruct);
}

void anmend_Steps2(int param, int param2, void *p_param)
{
//      ANIMATION_QUEUE_SET_    *p_aset;
  POINTERSTRUCTURE *pStruct = (POINTERSTRUCTURE *) p_param;
  LEVELINFO *p_Level = pStruct->p_Level;
  int p[3], r, s;
  float pos[3];

/*	kprintf(1,"anmend_Steps2 Act_Item = %d, -> %d\n",
			p_Level->Actual_Item,
			p_Level->Level[p_Level->Actual_Item]);*/
  p[0] = param;
  p[1] = param2;
  p[2] = pStruct->iParam;

  /*  p_aset = gl_Get_Prev_Queue_Set(p_Level);

     if(p_aset->last && Level.bPosouvatKameru)
     rani_privaz_kameru(p_aset->animation[p_aset->last-1].p_run); */

/*	if(p_set_anim->last && Level.bPosouvatKameru)
		rani_privaz_kameru(p_set_anim->animation[p_set_anim->last-1].p_run);*/

  kom_get_fyz_souradnice(p[0], p[2], p[1], (BOD *) pos);

  p[2]--;
  gl_Logical2Real(p[0], p[1], p[2], &r, p_Level);

  if (p_Level->Level[r])
    PlaySteps(p_Level, p_Level->Level[r]->p_Object, pos, pStruct->bParam, 1,
      0, 0);
  else {
    p[2]--;
    if (p[2] >= 0) {
      gl_Logical2Real(p[0], p[1], p[2], &r, p_Level);

      if (p_Level->Level[r])
        PlaySteps(p_Level, p_Level->Level[r]->p_Object, pos, pStruct->bParam,
          1, 0, 0);
    }
    else {
//                      s = ap_Play_Sound(0,0,0, pos, 35, NULL, &ad);
      /*
         if(pStruct->bParam && s != -1)
         adas_Queue_Sound(s, 35);
       */
    }
  }

  free((void *) pStruct);
}

void anmend_StepsSikmina(int param, int param2, void *p_param)
{
//      ANIMATION_QUEUE_SET_    *p_aset;
  POINTERSTRUCTURE *pStruct = (POINTERSTRUCTURE *) p_param;
  LEVELINFO *p_Level = pStruct->p_Level;
  int p[3], r, s, i;
  float pos[3];

/*	kprintf(1,"anmend_StepsSikmina Act_Item = %d, -> %d\n",
			p_Level->Actual_Item,
			p_Level->Level[p_Level->Actual_Item]);*/

  p[0] = param;
  p[1] = param2;
  p[2] = pStruct->iParam;

  if (anmend_Is_On_Water(pStruct->viParam1[0], p_Level)) {
    kom_mesh_get_float(p_Level->Level[pStruct->viParam1[0]]->
      Index_Of_Game_Mesh, &pos[0], &pos[1], &pos[2], &r);

    if (p_Level->Level[pStruct->viParam1[0]]->p_Object->Class != 1)
      am_Kola_na_VodeB(pos, 0,
        p_Level->Level[pStruct->viParam1[0]]->Index_Of_Game_Mesh, 0, p_Level);
    else
      am_Kola_na_VodeB(pos, 1,
        p_Level->Level[pStruct->viParam1[0]]->Index_Of_Game_Mesh, 0, p_Level);
  }

  kom_get_fyz_souradnice(p[0], p[2], p[1], (BOD *) pos);

  p[2]--;
  gl_Logical2Real(p[0], p[1], p[2], &r, p_Level);

  if (p_Level->Level[r])
    PlaySteps(p_Level, p_Level->Level[r]->p_Object, pos, pStruct->bParam,
      pStruct->bParam, 0, 0);
  else {
    p[2]--;
    if (p[2] >= 0) {
      gl_Logical2Real(p[0], p[1], p[2], &r, p_Level);

      if (p_Level->Level[r])
        PlaySteps(p_Level, p_Level->Level[r]->p_Object, pos, pStruct->bParam,
          pStruct->bParam, 0, 0);
    }
    else {
//                      s = ap_Play_Sound(0,0,0, pos, 35, NULL, &ad);
/*
			if(p_Level->bStoneSound && s != -1)
				adas_Queue_Sound(s, 164);

			if(pStruct->bParam && s != -1)
				for(i=0;i<(pStruct->bParam);i++)
					adas_Queue_Sound(s, 35);
*/
    }
  }

  if (p_Level->Actual_Item != -1)
    kom_flek_setflag(p_Level->Level[p_Level->Actual_Item]->Square.Flek.pFlek,
      1);

  p_Level->bStoneSound = 0;

  free((void *) pStruct);
}

void anmend_Water(int param, int param2, void *p_param)
{
  float fvpos[3];
  int i;
  POINTERSTRUCTURE *pStruct = (POINTERSTRUCTURE *) p_param;
  LEVELINFO *p_Level = pStruct->p_Level;
  ITEMDESC *p_itm = p_Level->Level[param2];

  int rnd = rand() % 3;
  int rndp = rand() % 2;

  float pos[3] = { (float) p_itm->Pos[0] * 2,
    (float) p_itm->Pos[1] * 2,
    (float) p_itm->Pos[2] * 2
  };

  kom_get_fyz_souradnice(pStruct->viParam1[0], pStruct->viParam1[2],
    pStruct->viParam1[1], (BOD *) fvpos);

  am_Kola_na_Vode(fvpos, pStruct->iParam, pStruct->bParam,
    pStruct->viParam2[0], p_Level);
  am_Do_Vodni_Cakanec1(fvpos, pStruct->bParam, pStruct->viParam2[0], p_Level);

  switch (param) {
    case 0:
//              ap_Play_Sound(0,0,0, pos, rnd+37, NULL, &ad);   
//              ap_Play_Sound(0,0,0, pos, rnd+40+rndp, NULL, &ad);      
      break;
    case 1:
//              ap_Play_Sound(0,0,0, pos, rnd+37, NULL, &ad);   
      break;
    case 2:
//              ap_Play_Sound(0,0,0, pos, rnd+40+rndp, NULL, &ad);      
      break;
  }

  if (pStruct->viParam2[1])
    for (i = 0; i < 10; i++)
      if (p_Level->LiftVParticles[i].hHnizdo[1] == pStruct->viParam2[1]) {
        par_zrus(p_Level->LiftVParticles[i].System);
        p_Level->LiftVParticles[i].System = -1;
      }

  if (pStruct->viParam2[2])
    free((void *) pStruct);
}

void anmend_Cakanec(int param, int param2, void *p_param)
{
  float fvpos[3];
  POINTERSTRUCTURE *pStruct = (POINTERSTRUCTURE *) p_param;
  LEVELINFO *p_Level = pStruct->p_Level;
  ITEMDESC *p_itm = p_Level->Level[param2];

  int rnd = rand() % 3;

  float pos[3] = { (float) p_itm->Pos[0] * 2,
    (float) p_itm->Pos[1] * 2,
    (float) p_itm->Pos[2] * 2
  };

  kom_get_fyz_souradnice(pStruct->viParam1[0], pStruct->viParam1[2],
    pStruct->viParam1[1], (BOD *) fvpos);

  am_Do_Vodni_Cakanec2(fvpos, pStruct->bParam, pStruct->viParam2[0], p_Level);

  free((void *) pStruct);
}

void anmend_WaterLift(int param, int param2, void *p_param)
{
  int i;
  float fvpos[3];
  int rnd = rand() % 3;

  POINTERSTRUCTURE *pStruct = (POINTERSTRUCTURE *) p_param;
  LEVELINFO *p_Level = pStruct->p_Level;

  kom_get_fyz_souradnice(pStruct->viParam1[0], pStruct->viParam1[2],
    pStruct->viParam1[1], (BOD *) fvpos);

  i =
    am_Kola_na_Vode(fvpos, pStruct->iParam, pStruct->bParam,
    pStruct->viParam2[0], p_Level);
  am_Do_Vodni_Cakanec1(fvpos, pStruct->bParam, pStruct->viParam2[0], p_Level);

  //kom_mesh_get_float(param, &fvpos[0], &fvpos[1], &fvpos[2], &r);

  am_Do_Lift_VParticles(fvpos, param, p_Level);

/*	if(i != -1)
		p_Level->VodniKola[i].hHnizdo[1] = 1;*/

//      ap_Play_Sound(0,0,0, fvpos, rnd+74, NULL, &ad);

  free((void *) pStruct);
}

void anmend_Item_Fall(int param, int param2, void *p_param)
{
  int rot;
  float pos[3];

  LEVELINFO *p_Level = (LEVELINFO *) p_param;
  ITEMDESC *p_itm = p_Level->Level[param2];

/*	kprintf(1,"anmend_Item_Fall Act_Item = %d, -> %d\n",
			p_Level->Actual_Item,
			p_Level->Level[p_Level->Actual_Item]);*/
  kom_mesh_get_float(p_itm->Index_Of_Game_Mesh, &pos[0], &pos[1], &pos[2],
    &rot);

  rot = rand() % 2;
  switch (p_itm->p_Object->SubClass) {
    case 0:
//              ap_Play_Sound(0,0,0, pos, 48, NULL, &ad);       
      break;
    case 1:
//              ap_Play_Sound(0,0,0, pos, 44, NULL, &ad);       
      break;
    case 4:
//              ap_Play_Sound(0,0,0, pos, 45, NULL, &ad);       
      break;
    case 7:
//              ap_Play_Sound(0,0,0, pos, 47, NULL, &ad);       
      break;
    case 8:
//              ap_Play_Sound(0,0,0, pos, 46, NULL, &ad);       
      break;
    case 9:
    case 10:
    case 11:
    case 12:
    case 13:
    case 14:
    case 15:
//              ap_Play_Sound(0,0,0, pos, 100+rot, NULL, &ad);  
      break;
  }

  gl_Pripoj_Flek_k_Predmenu(p_itm, p_Level);
}

void anmend_Item_FallStartAnim(int param, int param2, void *p_param)
{
  LEVELINFO *p_Level = (LEVELINFO *) p_param;

/*	kprintf(1,"anmend_Item_FallStartAnim Act_Item = %d, -> %d\n",
			p_Level->Actual_Item,
			p_Level->Level[p_Level->Actual_Item]);*/
  p_Level->Level[param2]->a_flag = -1;
  am_Add_Animate_Item(param2, p_Level);

  p_Level->bCheck_Result = gl_Check_Logic_Dependences(p_Level);
  p_Level->bCheck = 1;

  if (p_Level->bCheck_Result) {
    p_Level->Flip++;
    gl_Next_Queue_Set(p_Level);
    if (p_Level->Flip == 1)
      gl_Go_Animations();
  }
}

void anmend_Send_Event(int param, int param2, void *p_param)
{
//      kprintf(1,"anmend_Send_Event \n");
  kom_amat_event(param);
}

void anmend_Set_Flek_Flag(int param, int param2, void *p_param)
{
//      kprintf(1,"anmend_Set_Flek_Flag \n");
  kom_flek_setflag(param, param2);
}

void anmend_Set_Flek_Flag_Anim(int param, int param2, void *p_param)
{
  LEVELINFO *p_Level = (LEVELINFO *) & Level;

//      kprintf(1,"anmend_Set_Flek_Flag \n");
  kom_flek_setflag(param, param2);

  if (p_Level->Actual_Item == -1)
    return;

  am_Add_Beetle_Animation(p_Level->Level[p_Level->Actual_Item]->
    Index_Of_Game_Mesh, &Level,
    p_Level->Level[p_Level->Actual_Item]->Rotation, 0);
}

void anmend_Take_Item(int param, int param2, void *p_param)
{
  POINTERSTRUCTURE *pStruct = (POINTERSTRUCTURE *) p_param;
  float pos[3];
  int rot;

/*	kprintf(1,"anmend_Take_Item Act_Item = %d, -> %d\n",
			pStruct->p_Level->Actual_Item,
			pStruct->p_Level->Level[pStruct->p_Level->Actual_Item]);*/

  kom_mesh_get_float(param, &pos[0], &pos[1], &pos[2], &rot);
/*
	if(param2 == 3 || param2 == 5)
		ap_Play_Sound(0,0,0, pos, 53, NULL, &ad);
	else
		ap_Play_Sound(0,0,0, pos, 52, NULL, &ad);
*/
  if (pStruct->p_Level->Item[pStruct->iParam].Square.Flek.pFlek) {
    kom_flek_zrus(pStruct->p_Level->Item[pStruct->iParam].Square.Flek.pFlek);
    pStruct->p_Level->Item[pStruct->iParam].Square.Flek.pFlek = 0;
  }

  if (pStruct->p_Level->Item[pStruct->iParam].hSvetlo != -1) {
    sdl_anim_zrus(pStruct->p_Level->Item[pStruct->iParam].hSvetlo);
    sdl_svetlo_zrus(pStruct->p_Level->Item[pStruct->iParam].hSvetlo);
    pStruct->p_Level->Item[pStruct->iParam].hSvetlo = -1;
  }

  am_Remove_Animate_itemB(pStruct->iParam, pStruct->p_Level);
  kom_zrus_prvek(param);
  free((void *) pStruct);
}

void anmend_Kamen(int param, int param2, void *p_param)
{
  float fpos[3];
  int pos[3];
  int rot;
  LEVELINFO *p_Level = (LEVELINFO *) p_param;
  ITEMDESC *p_itm = p_Level->Level[param];
  int mat = gl_Get_Mesh_Material(p_itm->Index_Of_Game_Mesh);

/*	kprintf(1,"anmend_Kamen Act_Item = %d, -> %d\n",
			p_Level->Actual_Item,
			p_Level->Level[p_Level->Actual_Item]);*/
  kom_mesh_get_float(p_itm->Index_Of_Game_Mesh, &fpos[0],
    &fpos[1], &fpos[2], &rot);

  memcpy((void *) pos, (void *) p_itm->Pos, 3 * sizeof(int));

  rot = rand() % 3;

  if (p_itm->p_Object->Specific[rot].Index == -1)
    rot = 0;

  //if(p_itm->p_Object->Specific[rot].Index != -1)
  //ap_Play_Sound(0,0,0, fpos, p_itm->p_Object->Specific[rot].Index, NULL, &ad);                                                          


  gl_Destroy_Item(param, 0, p_Level);
  gl_Do_Kameni(fpos, p_Level, mat);

  mat = kom_najdi_material("cvytah1");
  gl_Do_Krompac(fpos, p_Level, mat);

  gl_Throw_off(pos, p_Level);
}

void anmend_ZrusCastice(int param, int param2, void *p_param)
{
  SYSTEMZHAVYCHCASTIC *pSystem = (SYSTEMZHAVYCHCASTIC *) param2;

//      kprintf(1,"anmend_ZrusCastice Act_Item = %d, -> %d\n");

  free(p_param);
  if (param != -1)
    sdl_svetlo_zrus(param);

  if (pSystem)
    am_Release_Zhave_castice(pSystem);
}

void anmend_ZrusCastice2(int param, int param2, void *p_param)
{
  SYSTEMZHAVYCHCASTIC *pSystem = (SYSTEMZHAVYCHCASTIC *) param2;
  SYSTEMKOUROVYCHCASTIC *pSystemK = (SYSTEMKOUROVYCHCASTIC *) param;

  free(p_param);

  if (pSystem)
    am_Release_Zhave_castice(pSystem);

  if (pSystemK)
    am_Release_Kourove_Castice(pSystemK);
}

void anmend_ZrusCastice3(int param, int param2, void *p_param)
{
  free(p_param);
}

void anmend_Are_Animations_Done(int param, int param2, void *p_param)
{
  LEVELINFO *p_Level = (LEVELINFO *) p_param;

/*	kprintf(1,"anmend_Are_Animations_Done Act_Item = %d, -> %d\n",
			p_Level->Actual_Item,
			p_Level->Level[p_Level->Actual_Item]);*/

  gl_Are_Animations_Done(p_Level);
}

void anmend_Tlacitko(int param, int param2, void *p_param)
{
  float pos[3];
  int rot;
  LEVELINFO *p_Level = (LEVELINFO *) p_param;
  ITEMDESC *p_itm = (ITEMDESC *) param;

  kom_mesh_get_float(p_itm->Index_Of_Game_Mesh, &pos[0],
    &pos[1], &pos[2], &rot);

  rot = rand() % 3;

  if (p_itm->p_Object->Specific[rot].Index == -1)
    rot = 0;

  if (p_itm->p_Object->Specific[rot].Index == -1)
    return;

//      ap_Play_Sound(0,0,0, pos, p_itm->p_Object->Specific[rot].Index, NULL, &ad);
}

void anmend_Teleport(int param, int param2, void *p_param)
{
  float pos[3], target[3], r, fi, dist;
  int rot;
  int newr;
  POINTERSTRUCTURE *pStruct = (POINTERSTRUCTURE *) p_param;
  LEVELINFO *p_Level = pStruct->p_Level;
  ITEMDESC *p_itm = (ITEMDESC *) param;
  ITEMDESC *p_itmNEW;
  ITEMDESC *p_tel = (ITEMDESC *) p_Level->Level[param2];

  if (p_Level->Actual_Item == -1)
    return;

  if (p_itm->p_Object->Class == 1)
    am_Remove_Beetle_Animation(p_itm->Index_Of_Game_Mesh, p_Level);

  pStruct->viParam1[0] = p_itm->Pos[0];
  pStruct->viParam1[1] = p_itm->Pos[1];
  pStruct->viParam1[2] = p_itm->Pos[2];

  gl_Logical2Real(pStruct->viParam2[0], pStruct->viParam2[1],
    pStruct->viParam2[2], &rot, p_Level);

  p_Level->Level[rot] = p_itm;
  p_itmNEW = p_Level->Level[rot];

  newr = rot;

  gl_Logical2Real(pStruct->viParam1[0], pStruct->viParam1[1],
    pStruct->viParam1[2], &rot, p_Level);

  if (rot == p_Level->Actual_Item)
    p_Level->Actual_Item = newr;

  p_Level->Level[rot] = 0;

  p_itmNEW->Pos[0] = pStruct->viParam2[0];
  p_itmNEW->Pos[1] = pStruct->viParam2[1];
  p_itmNEW->Pos[2] = pStruct->viParam2[2];

  p_itm = p_itmNEW;

  if (p_itm->Square.pExtFlek && p_itm->Square.pExtFlek->pFlek) {
    kom_flek_zrus(p_itm->Square.pExtFlek->pFlek);
    p_itm->Square.pExtFlek->pFlek = 0;
    p_itm->Square.pExtFlek = NULL;
  }

  if (p_itm->p_Object->Class == 13) {
    kom_flek_zrus(p_itm->Square.Flek.pFlek);
    p_itm->Square.Flek.pFlek = 0;
  }

  kprintf(1, "kom_umisti_prvek");
  kom_umisti_prvek(p_itm->Index_Of_Game_Mesh, p_itm->Pos[0], p_itm->Pos[2],
    p_itm->Pos[1], p_itm->Rotation);

  kprintf(1, "kom_umisti_prvek DONE");

  if (p_itm->p_Object->Class == 13)
    gl_Pripoj_Flek_k_Predmenu(p_itm, p_Level);

  kom_mesh_get_float(p_itm->Index_Of_Game_Mesh,
    &pos[0], &pos[1], &pos[2], &rot);

  if (p_itm->p_Object->Class == 1 &&
    p_Level->Level[p_Level->Actual_Item]->iItem == p_itm->iItem &&
    p_Level->bPosouvatKameru) {
    kam_pol_get((BOD *) & target, &r, &fi, &dist);

    kam_pol_anim((BOD *) pos, r, fi, dist, &cameraflag, GK_REMOVE, 10, 1);

    kom_flek_setflag(p_itm->Square.Flek.pFlek, 0);
  }

  kom_mesh_get_float(p_tel->Index_Of_Game_Mesh,
    &pos[0], &pos[1], &pos[2], &rot);

  gl_Do_Teleport_Sparks(pos, p_Level);

  gl_Throw_off(p_tel->Pos, p_Level);
  p_Level->Flip++;
  gl_Next_Queue_Set(p_Level);

  if (p_Level->Flip == 1)
    gl_Go_Animations();
  p_Level->status = 5;
  free((void *) pStruct);

  if (p_itm->p_Object->Class == 1)
    am_Add_Beetle_Animation(p_itm->Index_Of_Game_Mesh, p_Level,
      p_itm->Rotation, 1);
}

void anmend_TeleportStart(int param, int param2, void *p_param)
{
  float pos[3];
  int rot;
  POINTERSTRUCTURE *pStruct = (POINTERSTRUCTURE *) p_param;
  LEVELINFO *p_Level = pStruct->p_Level;
  ITEMDESC *p_itm = (ITEMDESC *) param;
  ITEMDESC *p_tel = (ITEMDESC *) p_Level->Level[param2];

  kom_mesh_get_float(p_tel->Index_Of_Game_Mesh,
    &pos[0], &pos[1], &pos[2], &rot);

  rot = gl_Do_Teleport_Flare(pos, p_Level);

  if (rot != -1) {
    p_Level->Flare[rot].mesh = p_itm->Index_Of_Game_Mesh;
    p_Level->Flare[rot].hSvetlo = gl_Do_Teleport_Light(pos, p_Level, rot);
    p_Level->Flare[rot].Teleport = -1;
    p_Level->Flare[rot].Item = NULL;
  }

  kom_get_fyz_souradnice(pStruct->viParam2[0],
    pStruct->viParam2[2], pStruct->viParam2[1], (BOD *) pos);

  rot = gl_Do_Teleport_Flare(pos, p_Level);

  if (rot != -1) {
    p_Level->Flare[rot].hEXSvetlo = -1;
    p_Level->Flare[rot].hSvetlo = gl_Do_Teleport_Light(pos, p_Level, -1);
    p_Level->Flare[rot].Teleport = param2;
    if (p_itm->p_Object->Class == 13 || !p_Level->Flip)
      p_Level->Flare[rot].Item = p_itm;
    else
      p_Level->Flare[rot].Item = NULL;

    p_Level->Flare[rot].pPointer = (void *) pStruct;
  }

  rot = rand() % 3;

  if (p_tel->p_Object->Specific[rot].Index == -1)
    rot = 0;

  if (p_tel->p_Object->Specific[rot].Index == -1)
    return;

//      ap_Play_Sound(0,0,0, pos, p_tel->p_Object->Specific[rot].Index, NULL, &ad);
}

void anmend_Exit(int param, int param2, void *p_param)
{
  LEVELINFO *p_Level = (LEVELINFO *) p_param;

  am_Do_Exit(param, param2, p_Level);

//      lani_set(param, 0, K_CHYBA, &p_Level->TrashFlag,0,0,0);
//      kom_zrus_prvek(param);
}

void anmend_Lift_Item(int param, int param2, void *p_param)
{
  kom_svaz_meshe(param, param2);
}

void anmend_KamenZaSikmonou(int param, int param2, void *p_param)
{
  int mat = kom_najdi_material("cvytah1");

  POINTERSTRUCTURE *pStruct = (POINTERSTRUCTURE *) p_param;

  //rani_pripoj_funkci(p_set->animation[p_set->last].p_run, anmend_Kamen, Ldest, 0, (void *)p_Level);

  /*rani_pripoj_funkci(p_set->animation[p_set->last].p_run, anmend_kom_mesh_set_mesh, 
     p_Level->Level[p_Level->Actual_Item]->Index_Of_Game_Mesh, 0, (void *)p_Level->Level[p_Level->Actual_Item]->Rotation); */

  anmend_Kamen(pStruct->viParam1[0], pStruct->viParam1[1], pStruct->p_Level);
  anmend_kom_mesh_set_mesh(pStruct->viParam2[0], pStruct->viParam2[1],
    (LEVELINFO *) pStruct->viParam2[2]);

  free((void *) pStruct);
}

void anmend_PlayKrumpac(int param, int param2, void *p_param)
{
}

void anmend_kom_mesh_set_meshK(int param, int param2, void *p_param)
{
  float pos[3];
  int rot;

  kom_mesh_get_float(param, &pos[0], &pos[1], &pos[2], &rot);

//      ap_Play_Sound(0,0,0, pos, 162 + (rand()%2), NULL, &ad);
  kom_mesh_set_mesh(param, param2, (int) p_param);
  lani_set(param, 0, 0, &Level.TrashFlag, 0, 0, 0);
}
